Timbo

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Everything posted by Timbo

  1. I want to add a properties like mighty critical, keen, or bonus damage to all of HK's attacks. Can this be done with hides or do these properties have to be applied to a weapon?
  2. I finally think I've figured out a way to get around my Jedi Class limitation woes but it requires knowledge I don't possess. Thankfully, I'm not above begging for someone to help me or teach me if they have the time. I'll gleefully credit you for your efforts either way. Here's the pitch: I'd like to start Bastila, Jolee, and Juhani with custom classes. For the part I need help with, I'd like to add some dialogue options when speaking to the player that trigger a multiclass script for them to graduate to their natural class. It would be ideal if this would happen after gaining their 8th level but even that's not necessary as I can use dialogue to warn the player not to do this too early. What this does is make it so that I can restore the player's choice of jedi classes in the Radical Jedi version or eliminate it altogether. Is there anyone who's willing to either take this on as a request or take me on as an apprentice? Here's a link to my mod
  3. This is how mods like the repeating blasters fix or the weapon finesse mod work right? I would be okay with it not being compatible with other mods that do this stuff so long as it's compatible with graphics mods, the community mod, and k1r (even if those mods aren't compatible with one another as long as it "behaved normally". Meaning that it the characters that had those feats (or hides or whatever) had normally functioning force point pools that were indistinguishable from the three normal Jedi classes.
  4. Does anyone know how to make custom feats that would either create a couple feats for me or teach me how to do it? What I need are 3 separate feats that essentially mimic Toughness except that they add 4, 6, and 8 FP (instead of VP) per level. This would make for an absolutely huge change in my Balance in the Force Mod. Edit: I've since realized that unless there's already a script that adds FP per level, that this request will be impossible.
  5. So Energy Resistance still stacks with Energy Shields which stack together to create crazy levels of damage reduction. The 5 point version might be okay though. Knight and Master Speed still add the defense bonus which makes Aura/Shield/Armor pretty much useless. I wouldn't use the mod as it stands for those reason but I'll reach out to Elm and see if he can show me how to mod these powers. Either way though, I won't use someone else's work without their express permission.
  6. So, regarding powers, I don't know how to change the effects of them. So, what I could do is eliminate Master Speed. And rename Knight Speed to Master Speed, allowing for a single extra attack and a +4 ac bonus. I spent a lot of time pondering whether or not to do just this. Ultimately, I decided that not only was the extra attack overpowered but the +4 AC bonus makes Force Aura/Shield/Amor redundant. So by cutting Knight and Master Speed I eliminate the easy Lightsaber go brrrrrrr strategy and make the Aura line actually useful. This is good since I gave all classes, and this goes for enemies too, full base attack bonus and all ranged weapons increased damage.
  7. I'm thinking about doing something like this with my own mod. I'm wondering, do you know if it's possible to separate Force Whirlwind but still have Force Push be a prerequisite for both Whirlwind and Wave?
  8. Actually, I have lots of reasons for doing this. For example I could create a some fake classes all called Force Adept with different starting skills and feat tables and give the NPCs a few levels of those classes. Since we're locked to only 3 classes with FP. This would allow for subtle variations between the PC and the NPCs. For example, you could make Juhani a Guardian who's got Stealth and Demolitions as a class skills without giving the PC this luxury when taking Guardian. Or giving Bastila the ability to take Weapon Specialization without letting the PC take it as a Sentinel. So, is it possible?
  9. I'm assuming it's not possible to start an NPC with more than 1 class but I've been wrong before.
  10. Has anyone seen this glitch where during level up the game randomly gives you phantom ranks in skills you don't actually have? Then after leveling they disappear? It's happening in my mod and I can't figure out if it's a known issue or something I did?
  11. Is there a good way to view all of the games unused feat and power icons?
  12. Thanks for getting back to me! Are they hard coded? I feel like you can convert them to xml with Kotor Tool, change the names of the columns, add your own, and convert them back, can you not? Edit: I just got it to work with featgain! I converted the scd_bon column into nsd_reg. Then in classes.2da, I pointed Scoundrel to draw feat gains from this column and it totally worked! Unfortunately, this method is a little more tricky for feat.2da as I have no idea which columns are actually unused and it's much harder to test. So, again, does anyone know if any of the columns in Feat.2da are unused?
  13. Pretty straight forward question? Are there any unused columns in Feat.2da & Featgain.2da? I really really want to make custom classes and I need more feat and featgain space to pull it off. Is there anyone who can help me with this?
  14. I was always going to add you in a special thanks section of my mod but now I'm going to also add you to the credits. Thank you
  15. What happens if I remove Force Whirlwind as a Prerequisite for Force Wave without removing Force Push as a requirement for either power?
  16. Did you make this? Also, do you know if the recommended button skips force powers for consulars?
  17. You are incredible. Which file(s) would this be in?
  18. Has anyone figured out a fix for auto level only choosing one power per level (for consulars who get two powers) or a way to disable it completely?
  19. View File KotOR: Balance in the Force KotOR 1: Balance in the Force V1.2.0 IMPORTANT! This new update adds a some important new features and changes a lot of things on the back end. You'll need to start a new save file, again (Sorry). Core Concept Balance in the force is a gameplay balancing mod that provides a streamlined leveling experience more in line with its sequel with some important departures. I've rebalanced the base weapon types and heavily increased the damage for ranged weapons. Not only does this keep ranged builds competitive with melee builds but it also makes the enemies more difficult. Now, you’ll have an excuse to use those Energy Shields during those early levels on Taris. Power have been rebalanced so that force point costs scale with the tier of the power. I've also removed some overpowered force powers that trivialize the difficulty of the game such as Knight Speed, Master Speed, and Improved Energy Resistance. Thanks to offthegridmorty and djh269, Bastila gets the playable Battle Meditation Power from Kotor 2. Level progression gets an important overhaul as well. When the main character becomes a Jedi, they’ll receive 4 extra bonus powers. While this doesn’t prevent the player from trying to stay level 2 on Taris, it makes it feel less necessary for those who would attempt such a feat. This provides the player with some extra versatility without providing much in the way of damage or defensive capabilities they wouldn’t already have. Balance in the Force also contains a number of quality-of-life features. For example, all of the classes have been modernized to KotOR 2’s feat, power progression, and attack bonus progression. Persuasion is a class skill for the main character regardless of starting class. Impossible difficulty has been restored. Intelligence now rounds up instead of down for gaining skill points during level up. Thanks to MoustacheVerte, Force Buffs have extended durations. There’s much more too. Check out the full change list below. Tips There is a noticable and unavoidable difficulty spike in the beginning of the game. With blasters being tuned up in terms of damage, enemies can cook you with them early on before you have enough HP to survive them. Thankfully there is an in game solution to this problem. Remember, when Larim aggressively tries to sell you an energy shield at the beginning of the game, that's because they are useful now. Full Change List Credits offthegridmorty and djh269: Bastila has TSL Battle Meditation MoustacheVerte: Extended Buff Durations mod. Darth_Sapiens: KotOR Tool. Fair Strides: TSL Patcher, TLKEd Cortisol: HoloPatcher. VarsityPuppet: 2DA Editor. Timbo: Everything else... I think. Special Thanks Thor110 for teaching me how to do most of this. Seriously, this cannot be overstated. offthegridmorty for patiently working with me over several weeks to incorporate Battle Meditation into this mod. Sdub for inspiring me with his Immersive Feats Mod. Submitter Timbo Submitted 05/16/2024 Category Mods K1R Compatible Yes
  20. Version 1.2.0

    204 downloads

    KotOR 1: Balance in the Force V1.2.0 IMPORTANT! This new update adds a some important new features and changes a lot of things on the back end. You'll need to start a new save file, again (Sorry). Core Concept Balance in the force is a gameplay balancing mod that provides a streamlined leveling experience more in line with its sequel with some important departures. I've rebalanced the base weapon types and heavily increased the damage for ranged weapons. Not only does this keep ranged builds competitive with melee builds but it also makes the enemies more difficult. Now, you’ll have an excuse to use those Energy Shields during those early levels on Taris. Power have been rebalanced so that force point costs scale with the tier of the power. I've also removed some overpowered force powers that trivialize the difficulty of the game such as Knight Speed, Master Speed, and Improved Energy Resistance. Thanks to offthegridmorty and djh269, Bastila gets the playable Battle Meditation Power from Kotor 2. Level progression gets an important overhaul as well. When the main character becomes a Jedi, they’ll receive 4 extra bonus powers. While this doesn’t prevent the player from trying to stay level 2 on Taris, it makes it feel less necessary for those who would attempt such a feat. This provides the player with some extra versatility without providing much in the way of damage or defensive capabilities they wouldn’t already have. Balance in the Force also contains a number of quality-of-life features. For example, all of the classes have been modernized to KotOR 2’s feat, power progression, and attack bonus progression. Persuasion is a class skill for the main character regardless of starting class. Impossible difficulty has been restored. Intelligence now rounds up instead of down for gaining skill points during level up. Thanks to MoustacheVerte, Force Buffs have extended durations. There’s much more too. Check out the full change list below. Tips There is a noticable and unavoidable difficulty spike in the beginning of the game. With blasters being tuned up in terms of damage, enemies can cook you with them early on before you have enough HP to survive them. Thankfully there is an in game solution to this problem. Remember, when Larim aggressively tries to sell you an energy shield at the beginning of the game, that's because they are useful now. Full Change List Credits offthegridmorty and djh269: Bastila has TSL Battle Meditation MoustacheVerte: Extended Buff Durations mod. Darth_Sapiens: KotOR Tool. Fair Strides: TSL Patcher, TLKEd Cortisol: HoloPatcher. VarsityPuppet: 2DA Editor. Timbo: Everything else... I think. Special Thanks Thor110 for teaching me how to do most of this. Seriously, this cannot be overstated. offthegridmorty for patiently working with me over several weeks to incorporate Battle Meditation into this mod. Sdub for inspiring me with his Immersive Feats Mod.
  21. Speaking of my changes.ini file. Should I be concerned about orphaned ini sections warnings from holopatcher?
  22. I'm not sure how to make the app compare the files. How do I do that? Edit: Hol up. I think I got it...
  23. I don't have an append I think it did but apparently I'm still struggling with the core concept of how the patcher is supposed to work. Here's the error log from the patcher. I tloaded all of my modded files into tslpatchdata folder, created your changes.ini file, then loaded your modded files into the changeedit app, then replaced them all with the original unmodded files, and ran the patcher (holopatcher). What am I doing wrong? Sorry, if I'm being a pain. The readme felt like it was missing some crucial steps and I don't really get what I'm supposed to be doing.
  24. I think I've got the ChangeEdit business figured out but I still have a couple questions if you don't mind. 1. I added the utc files as gffs in my changes.ini file. Is that going to be okay? 2. Should I also do with with dan13_dorak.dlg? 3. If I wanted to go about doing the whole append.tlk thing. How would I do that, I feel like I missed something?
  25. Thanks for explaining this. As a funny note, I went to double check this in Holopatcher's readme and it said to refer to TSLpatcher's readme...